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MASS Separates World Logic From View Rendering to Run Multiplayer World Models With 1,024 Concurrent Players for 10,000 Recurrent Steps
MASS (arXiv 2608.06257, submitted August 6) argues current video world models fail in multiplayer settings because they entangle world state with view-dependent visual latents, causing redundant compute, cross-view inconsistency and poor scaling. It splits the system into a Logic Engine that maintains authoritative global state from joint actions and a Rendering Engine that produces independent per-camera views, reporting better state accuracy and lower cross-view inconsistency than multi-view baselines on a matched multiplayer Snake benchmark. The headline scalability claim is advancing predicted worlds with 1,024 concurrent players over 10,000 recurrent steps.
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